User prompt
Add a sound for flapping
User prompt
Please fix the bug: 'TypeError: tween.has is not a function. (In 'tween.has(birdGraphics, 'rotation')', 'tween.has' is undefined)' in or related to this line: 'if (!self.isRainbow || !tween.has(birdGraphics, 'rotation')) {' Line Number: 100 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: tween.isTweening is not a function. (In 'tween.isTweening(birdGraphics, 'rotation')', 'tween.isTweening' is undefined)' in or related to this line: 'if (!self.isRainbow || !tween.isTweening(birdGraphics, 'rotation')) {' Line Number: 100
User prompt
Please fix the bug: 'TypeError: tween.has is not a function. (In 'tween.has(birdGraphics, 'rotation')', 'tween.has' is undefined)' in or related to this line: 'if (!self.isRainbow || !tween.has(birdGraphics, 'rotation')) {' Line Number: 100
User prompt
Please fix the bug: 'TypeError: tween.isTweening is not a function. (In 'tween.isTweening(birdGraphics, 'rotation')', 'tween.isTweening' is undefined)' in or related to this line: 'if (!self.isRainbow || !tween.isTweening(birdGraphics, 'rotation')) {' Line Number: 100
User prompt
Didn’t work
User prompt
Make the rainbow bird do a backflip every flap
User prompt
Make the rainbow bird and only the rainbow bird do a backflip every flap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fix it
User prompt
The score breaks after death
User prompt
More fair
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Make the hit boxes more fair
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Still broken
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Touching the spike doesn’t kill the player fix this
User prompt
Make the hit box a lot bigger
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Make the bird hit box bigger
User prompt
Make the bird hit box always follow the bird
User prompt
Make it so instead of the bird touching the spike the birds hit box ends the game
User prompt
Make the hit box a lot smaller but keep the bird its size
User prompt
Make the bird bigger but the hit box smaller
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Only make the hit box smaller not the bird
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Smaller
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Make all the bird hit boxes smaller
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Make closing the shop reset the game
User prompt
Still don’t work
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, selectedSkin: "bird", unlockedSkins: ["bird"] }); /**** * Classes ****/ var Bird = Container.expand(function () { var self = Container.call(this); // Get the selected skin var selectedSkin = storage.selectedSkin || "bird"; // Bird asset - use the correct asset based on the selected skin var birdGraphics = self.attachAsset(selectedSkin, { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); // Set special flag for rainbow bird if (selectedSkin === "rainbow_bird") { self.isRainbow = true; // Will be handled in update } // Bird physics properties self.velocityY = 0; self.velocityX = 12; // Increased from 8 to 12 for faster horizontal movement self.gravity = 1.0; // Increased from 0.7 to 1.0 for stronger gravity self.flapStrength = -20; // Increased from -15 to -20 for higher jumps self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; // Handle tap/click on bird self.down = function (x, y, obj) { self.flap(); }; // Make bird flap wings self.flap = function () { self.velocityY = self.flapStrength; }; // Update bird physics self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Apply gravity self.velocityY += self.gravity; // Update position self.y += self.velocityY; self.x += self.velocityX; // Visual feedback - rotate bird based on velocity var targetRotation = Math.min(Math.max(self.velocityY / 15, -0.5), 0.5); // Make bird face the direction it's flying by flipping the sprite if (self.velocityX > 0) { birdGraphics.scaleX = Math.abs(birdGraphics.scaleX); // Face right birdGraphics.rotation = targetRotation; // Apply rotation normally for right-facing bird } else { birdGraphics.scaleX = -Math.abs(birdGraphics.scaleX); // Face left birdGraphics.rotation = -targetRotation; // Invert rotation for left-facing bird } // Rainbow effect is now handled by the rainbow bird asset // We can still animate it slightly for visual effect if (self.isRainbow) { // Apply subtle visual effects for rainbow bird var pulseAmount = Math.sin(LK.ticks / 10) * 0.1; self.children[0].scale.set(3.5 + pulseAmount, 3.5 + pulseAmount); } }; return self; }); var Seed = Container.expand(function () { var self = Container.call(this); // Seed asset var seedGraphics = self.attachAsset('seed', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.5, scaleY: 3.5 }); // Seed properties self.lastWasIntersecting = false; self.speedX = 0; // Set speed to 0 to stop seeds from moving // Animation effect self.update = function () { // No longer updating x position seedGraphics.rotation += 0.05; // Remove seeds that are off-screen if (self.x < -50) { self.shouldBeRemoved = true; } }; return self; }); var ShopScreen = Container.expand(function () { var self = Container.call(this); // Background panel var panel = self.attachAsset('shape', { width: 1800, height: 2200, color: 0x4682B4, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); panel.alpha = 0.9; // Title var titleText = new Text2('SKIN SHOP', { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.x = 0; titleText.y = -950; self.addChild(titleText); // Coins display var coinsText = new Text2('Coins: ' + storage.coins, { size: 80, fill: 0xFFD700 }); coinsText.anchor.set(0.5, 0); coinsText.x = 0; coinsText.y = -800; self.addChild(coinsText); // Skins configuration var skins = [{ id: "bird", name: "Default Bird", price: 0, x: -500, y: -500 }, { id: "red_bird", name: "Red Bird", price: 20, x: 0, y: -500 }, { id: "gold_bird", name: "Gold Bird", price: 40, x: 500, y: -500 }, { id: "blue_bird", name: "Blue Bird", price: 60, x: -500, y: 0 }, { id: "green_bird", name: "Green Bird", price: 80, x: 0, y: 0 }, { id: "rainbow_bird", name: "Rainbow Bird", price: 100, x: 500, y: 0 }]; // Selected skin indicator var selectedIndicator = self.attachAsset('shape', { width: 350, height: 350, color: 0xFFD700, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); selectedIndicator.alpha = 0.5; selectedIndicator.visible = false; // Skin buttons var skinButtons = []; for (var i = 0; i < skins.length; i++) { createSkinButton(skins[i]); } function createSkinButton(skin) { var button = new Container(); // Button background var bg = button.attachAsset('shape', { width: 300, height: 300, color: 0x87CEEB, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Bird icon using the specific skin asset var birdIcon = button.attachAsset(skin.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // Set rainbow flag if needed if (skin.id === "rainbow_bird") { button.isRainbow = true; } // Price/status text var priceText = new Text2(skin.price === 0 ? "FREE" : skin.price + " coins", { size: 40, fill: 0xFFFFFF }); priceText.anchor.set(0.5, 0); priceText.y = 80; button.addChild(priceText); // Set button position button.x = skin.x; button.y = skin.y; button.skinId = skin.id; button.skinName = skin.name; button.price = skin.price; // Check if skin is unlocked var unlockedSkins = storage.unlockedSkins || ["bird"]; if (unlockedSkins.indexOf(skin.id) !== -1) { button.isUnlocked = true; priceText.setText("UNLOCKED"); } else { button.isUnlocked = false; } // Handle button click button.down = function (x, y, obj) { if (button.isUnlocked) { // Select this skin storage.selectedSkin = button.skinId; self.updateSelectedIndicator(); if (self.onSkinSelected) { self.onSkinSelected(button.skinId); } } else if (storage.coins >= button.price) { // Buy this skin storage.coins -= button.price; if (!storage.unlockedSkins) { storage.unlockedSkins = ["bird"]; } storage.unlockedSkins.push(button.skinId); button.isUnlocked = true; priceText.setText("UNLOCKED"); coinsText.setText("Coins: " + storage.coins); } }; self.addChild(button); skinButtons.push(button); return button; } // Close button var closeButton = new Container(); var closeBg = closeButton.attachAsset('shape', { width: 500, height: 120, color: 0xFF0000, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var closeText = new Text2('CLOSE', { size: 80, fill: 0xFFFFFF }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = 0; closeButton.y = 800; closeButton.down = function () { if (self.onClose) { self.onClose(); } }; self.addChild(closeButton); // Update which skin is selected self.updateSelectedIndicator = function () { var currentSkin = storage.selectedSkin || "bird"; for (var i = 0; i < skinButtons.length; i++) { if (skinButtons[i].skinId === currentSkin) { selectedIndicator.x = skinButtons[i].x; selectedIndicator.y = skinButtons[i].y; selectedIndicator.visible = true; break; } } }; // Position shop in the center self.x = gameWidth / 2; self.y = gameHeight / 2; // Update rainbow skin colors and selection indicator self.update = function () { // Rainbow effect animation for rainbow skin buttons for (var i = 0; i < skinButtons.length; i++) { if (skinButtons[i].isRainbow) { // Instead of tinting, apply a subtle scale animation var pulseAmount = Math.sin(LK.ticks / 10) * 0.1; // Find the bird icon within the button for (var j = 0; j < skinButtons[i].children.length; j++) { var child = skinButtons[i].children[j]; if (child.isAsset) { // Animate the rainbow bird icon with a subtle pulse child.scale.set(2 + pulseAmount, 2 + pulseAmount); break; } } } } }; // Add general down handler to prevent click propagation to elements below self.down = function (x, y, obj) { // Catch all clicks on shop screen that aren't caught by buttons return; }; // Initialize the selection indicator self.updateSelectedIndicator(); return self; }); var Spike = Container.expand(function () { var self = Container.call(this); // Create spike shape using a triangle var spikeGraphics = self.attachAsset('shape', { width: 200, height: 200, color: 0x0000FF, // Blue color for spike shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Rotate to make it look like a spike spikeGraphics.rotation = Math.PI / 4; // 45 degrees self.isStuck = false; self.wall = null; self.lastWasIntersecting = false; // Stick to a wall self.stickTo = function (wall) { self.isStuck = true; self.wall = wall; // Position on wall edge based on wall orientation if (wall.isVertical) { self.x = wall.x + (wall.x < 1024 ? 50 : -50); // Left or right wall - adjusted for wider walls // Keep y position where the collision happened } else { self.y = wall.y + (wall.y < 1366 ? 50 : -50); // Top or bottom wall - adjusted for taller walls // Keep x position where the collision happened } }; self.update = function () { // Nothing to update when stuck if (!self.isStuck) { // If not stuck, spike can move or be collected later self.rotation += 0.05; } }; return self; }); var StartScreen = Container.expand(function () { var self = Container.call(this); // Create title text var titleText = new Text2('BOUNCE BIRD', { size: 150, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 3; self.addChild(titleText); // Create start button var startButton = new Container(); var buttonBg = startButton.attachAsset('shape', { width: 500, height: 150, color: 0x4682B4, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var startText = new Text2('TAP TO START', { size: 80, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); startButton.addChild(startText); startButton.x = 2048 / 2; startButton.y = 2732 / 2; self.addChild(startButton); // Create shop button var shopButton = new Container(); var shopBg = shopButton.attachAsset('shape', { width: 300, height: 120, color: 0x4682B4, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); var shopText = new Text2('SHOP', { size: 60, fill: 0xFFFFFF }); shopText.anchor.set(0.5, 0.5); shopButton.addChild(shopText); shopButton.x = 2048 / 2; shopButton.y = 2732 / 2 + 200; shopButton.down = function () { if (self.onShop) { self.onShop(); } }; self.addChild(shopButton); // Add a bouncing bird animation - use the selected skin if available var skinToShow = storage.selectedSkin || "bird"; var demoBird = self.attachAsset(skinToShow, { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 4, x: 2048 / 2, y: 2732 * 0.7 }); // Make the button pulse self.update = function () { var scale = 1 + Math.sin(LK.ticks / 20) * 0.05; startButton.scale.set(scale); // Make the bird bounce demoBird.y = 2732 * 0.7 + Math.sin(LK.ticks / 15) * 50; demoBird.rotation = Math.sin(LK.ticks / 30) * 0.2; }; // Handle tap event self.down = function () { if (self.onStart) { self.onStart(); } }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); // Wall properties self.isVertical = true; self.wallGraphics = null; // Initialize with wall type (vertical/horizontal) self.init = function (vertical) { self.isVertical = vertical; if (vertical) { self.wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); } else { self.wallGraphics = self.attachAsset('ceiling', { anchorX: 0.5, anchorY: 0.5 }); } return self; }; return self; }); /**** * Initialize Game ****/ // Change background color to sky blue var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Change background color to sky blue // Assets for Bounce Bird // Import tween plugin game.setBackgroundColor(0x87CEEB); // Game variables var bird; var walls = []; var seeds = []; var spikes = []; var score = 0; var gameWidth = 2048; var gameHeight = 2732; var gameStarted = false; var startScreen; var shopScreen; var shopOpen = false; var coinText; // Create start screen function showStartScreen() { startScreen = new StartScreen(); startScreen.onStart = function () { gameStarted = true; startScreen.destroy(); startScreen = null; startGame(); }; startScreen.onShop = function () { showShopScreen(); }; game.addChild(startScreen); } // Show shop screen function showShopScreen() { shopOpen = true; // If start screen exists, hide it temporarily if (startScreen) { startScreen.visible = false; } shopScreen = new ShopScreen(); // Add shop background to block events from propagating through var shopBlocker = new Container(); var blockerBg = shopBlocker.attachAsset('shape', { width: gameWidth, height: gameHeight, color: 0x000000, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); blockerBg.alpha = 0.5; // More visible to ensure it blocks events shopBlocker.x = gameWidth / 2; shopBlocker.y = gameHeight / 2; // Add event handler to block events shopBlocker.down = function (x, y, obj) { // This function blocks events from propagating return; }; // Add blocker first, then shop on top game.addChild(shopBlocker); shopScreen.onClose = function () { shopOpen = false; shopScreen.destroy(); shopScreen = null; shopBlocker.destroy(); // Reset the game state when closing the shop gameStarted = false; // Reset game elements if they exist if (bird) { bird.destroy(); bird = null; } // Clear all game objects for (var i = 0; i < seeds.length; i++) { seeds[i].destroy(); } seeds = []; for (var i = 0; i < spikes.length; i++) { spikes[i].destroy(); } spikes = []; // Reset score score = 0; if (scoreText) { scoreText.setText("Score: 0"); } // Update coin display if it exists if (coinText) { coinText.setText("Coins: " + storage.coins); } // Show the start screen if (startScreen && !startScreen.visible) { startScreen.visible = true; } else { showStartScreen(); } }; shopScreen.onSkinSelected = function (skinId) { // This will be applied next time a bird is created }; game.addChild(shopScreen); } // Initialize the actual game function startGame() { createBird(); createWalls(); createScoreDisplay(); } // Create score text var scoreText; function createScoreDisplay() { scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); scoreText.x = 120; // Avoid the top-left 100x100 menu area scoreText.y = 50; // Create coin text coinText = new Text2('Coins: ' + storage.coins, { size: 60, fill: 0xFFD700 }); coinText.anchor.set(0, 0); LK.gui.topLeft.addChild(coinText); coinText.x = 120; // Avoid the top-left 100x100 menu area coinText.y = 140; } // Create bird function createBird() { bird = new Bird(); bird.x = gameWidth / 4; bird.y = gameHeight / 2; game.addChild(bird); } // Create walls (top, bottom, left, right) function createWalls() { // Top wall (ceiling) var ceiling = new Wall().init(false); ceiling.x = gameWidth / 2; ceiling.y = 40; game.addChild(ceiling); walls.push(ceiling); // Bottom wall (floor) var floor = new Wall().init(false); floor.x = gameWidth / 2; floor.y = gameHeight - 40; game.addChild(floor); walls.push(floor); // Left wall var leftWall = new Wall().init(true); leftWall.x = 40; leftWall.y = gameHeight / 2; game.addChild(leftWall); walls.push(leftWall); // Right wall var rightWall = new Wall().init(true); rightWall.x = gameWidth - 40; rightWall.y = gameHeight / 2; game.addChild(rightWall); walls.push(rightWall); } // Show start screen instead of immediately starting the game showStartScreen(); // Spawn a new seed at a random position function spawnSeed() { var seed = new Seed(); seed.x = gameWidth + 50; seed.y = Math.random() * (gameHeight - 200) + 100; seeds.push(seed); game.addChild(seed); } // Handle click/tap anywhere on screen game.down = function (x, y, obj) { // First, check if shop is open - don't process any game inputs if (shopOpen) { // Don't handle game inputs when shop is open return; } // Add a shop button after game over if (!gameStarted && !startScreen) { // This means we're in the game over state showShopScreen(); return; } // Only allow bird flap if game has actually started if (gameStarted && bird) { bird.flap(); } }; // Update function game.update = function () { // Don't process game logic if game hasn't started yet or shop is open if (!gameStarted || shopOpen) { return; } // Seeds now spawn on bounce, not periodically // Update seeds for (var i = seeds.length - 1; i >= 0; i--) { var seed = seeds[i]; // Check for collision with bird var currentIntersecting = bird.intersects(seed); if (!seed.lastWasIntersecting && currentIntersecting) { // Collected seed score++; scoreText.setText("Score: " + score); LK.setScore(score); // Award a coin for each seed storage.coins += 1; coinText.setText("Coins: " + storage.coins); LK.getSound('collect').play(); // Remove seed seed.destroy(); seeds.splice(i, 1); } else { seed.lastWasIntersecting = currentIntersecting; // Remove seeds that should be removed if (seed.shouldBeRemoved) { seed.destroy(); seeds.splice(i, 1); } } } // Check for wall collisions for (var i = 0; i < walls.length; i++) { var wall = walls[i]; var currentIntersecting = bird.intersects(wall); if (!bird.lastWasIntersecting && currentIntersecting) { // Check if bird hit ceiling or floor (horizontal walls) if (!wall.isVertical) { // Bird hit ceiling or floor - game over! LK.effects.flashScreen(0xFF0000, 500); LK.showGameOver(); break; } else { // Bird hit a side wall - bounce! LK.getSound('bounce').play(); // Apply bounce physics bird.velocityX *= -1; // Reverse horizontal direction // Push bird away from wall to prevent sticking bird.x += bird.velocityX > 0 ? 5 : -5; // Visual feedback for bounce LK.effects.flashObject(bird, 0xFFFFFF, 200); // Clear old seeds and spikes on bounce for (var j = seeds.length - 1; j >= 0; j--) { seeds[j].destroy(); seeds.splice(j, 1); } // Clear all existing spikes for (var j = spikes.length - 1; j >= 0; j--) { spikes[j].destroy(); spikes.splice(j, 1); } // Reset all wall colors to the original blue color for (var j = 0; j < walls.length; j++) { if (walls[j].isVertical) { tween(walls[j].wallGraphics, { tint: 0x4682b4 }, { duration: 300, easing: tween.easeIn }); } } // Spawn two new seeds on bounce for (var k = 0; k < 2; k++) { var newSeed = new Seed(); // Make seeds spawn more in the middle - use narrower range centered around the middle var middleX = gameWidth / 2; var middleY = gameHeight / 2; var spawnWidth = gameWidth * 0.6; // Use 60% of screen width var spawnHeight = gameHeight * 0.6; // Use 60% of screen height newSeed.x = middleX + (Math.random() - 0.5) * spawnWidth; newSeed.y = middleY + (Math.random() - 0.5) * spawnHeight; seeds.push(newSeed); game.addChild(newSeed); } // Add a spike that sticks to the opposite wall var spike = new Spike(); // Place spike on opposite vertical wall targetWall = wall.x < gameWidth / 2 ? walls[3] : walls[2]; // walls[3] is right wall, walls[2] is left wall spike.x = targetWall.x; spike.y = Math.random() * (gameHeight - 200) + 100; // Random Y position spike.stickTo(targetWall); spikes.push(spike); game.addChild(spike); // Change the target wall color to match the spike color (blue) tween(targetWall.wallGraphics, { tint: 0x0000FF }, { duration: 300, easing: tween.easeOut }); } // Set lastWasIntersecting for the specific wall collision that just happened bird.lastWasIntersecting = true; break; // Exit the loop after handling a collision } } // Reset lastWasIntersecting if not intersecting any wall var intersectingAnyWall = false; for (var i = 0; i < walls.length; i++) { if (bird.intersects(walls[i])) { intersectingAnyWall = true; break; } } if (!intersectingAnyWall) { bird.lastWasIntersecting = false; } // Check for spike collisions for (var i = 0; i < spikes.length; i++) { var spike = spikes[i]; var currentIntersecting = bird.intersects(spike); if (!spike.lastWasIntersecting && currentIntersecting) { // Bird hit a spike - game over! LK.effects.flashScreen(0xFF0000, 500); LK.showGameOver(); break; } spike.lastWasIntersecting = currentIntersecting; } // Check if bird flew off screen (game over condition) if (bird.y < -100 || bird.y > gameHeight + 100 || bird.x < -100 || bird.x > gameWidth + 100) { LK.effects.flashScreen(0xFF0000, 500); LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -18,10 +18,10 @@
// Bird asset - use the correct asset based on the selected skin
var birdGraphics = self.attachAsset(selectedSkin, {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 3.5,
- scaleY: 3.5
+ scaleX: 2.5,
+ scaleY: 2.5
});
// Set special flag for rainbow bird
if (selectedSkin === "rainbow_bird") {
self.isRainbow = true; // Will be handled in update
Big sunflower seed. In-Game asset. 2d. High contrast. No shadows
Square shaped gold bird. In-Game asset. 2d. High contrast. No shadows
Square shaped green bird facing to the right. In-Game asset. 2d. High contrast. No shadows
Square shaped orange bird facing right
Square shaped red bird facing right. In-Game asset. 2d. High contrast. No shadows
Square shaped rainbow bird facing right. In-Game asset. 2d. High contrast. No shadows